Post by Mute on Jun 12, 2015 0:16:05 GMT
[attr="class","ws"] [attr="class","h"]MUTE [attr="class","fc"] [attr="class","bi"]REAL NAME: Skylar Abrams [attr="class","bi2"]REAL GENDER: Female [attr="class","bi2"]GENDER: Female [attr="class","bi2"]AGE: Eighteen [attr="class","bi2"]SEXUALITY: Homosexual [attr="class","bi2"]FACE-CLAIM: ayano tateyama, KAGEROU PROJECT [attr="class","bi2"]PLAYED BY: Solace [attr="class","bi2"]FACTION: Adventurer [attr="class","h2"]Appearance [attr="class","b"]There is a great distinction between Mute’s in-game appearance and her real life appearance. In real life, she is five feet and six inches tall, and possesses a dark brown mane of hair. She walks with a slow gait, and only recently has learned to keep her head up. Her hair is extensive enough to reach at least halfway down her back. More often than not, she prefers to keep it down, or tucked into clothing such as a scarf. There are times, however, where she integrates a simple hairpiece into her hair. Her eyes are grey, as though allowing a look into her murkier inward nature. They are usually elongated and expressive of a slightly foxy nature. She is pale, as if her natural coloration was sapped away courtesy of her lack of exposure to the sun. Like her real self, in game she lacks much in terms of physical blemishes such as scars or prominent birth marks. The only "tattoo" she has is the tongue-adhering marking native to her race of choice, which appears occult in nature. [visual] Her snow-white hair is very long, approximately reaching her waist. She comes off as a pretty athletic ectomorph, standing at the relatively average height of five feet and six inches, just like in real life. She sports a pair of crimson eyes, her gaze typically narrow and giving off collected and composed vibes, albeit aloof. They are selectively expressive; as in, only when she is with the right company. She keeps her hair tidy, but prefers to keep it down rather than stylizing it extensively. If she does, the most she'll do is have a segment of it braided. She does enjoy donning it with the occassional hair piece whenever she gets her hands on one. She isn’t one for flashy clothing. Instead, she prefers clothes that offer maximum comfort and ease of movement. Naturally, what could be considered comfortable would change depending on the weather. Winter would herald combos such as sweaters, turtle-necks, and sweatpants of any variety; she used to have a crimson scarf, but she gave it away, but she still loves scarves. Her preference in summer is anything lightweight and thin, further exemplifying her practicality. This preference has followed her in game, preferring any armour that would provide her with the most comfort and advantages. Perhaps this has factored into her choice for main class, enjoying the looseness and lightweight feel of cloth armour. [attr="class","h3"]Personality [attr="class","b"]One of Mute’s staple characteristics is the profundity of her introspective knowledge. While she is inept when it comes to extrospection, she knows a lot about herself. As such, she knows her limits and she knows which areas she excels in. This can be misleading, as some people take it as hauteur. Right off the bat, she tells people whether or not she can be of aid to them. Incapable of making capricious and or intuitive decisions, she seeks refuge in reason and rationality, and if she deems the issue out of her spectrum, she would refrain from even making an effort. As one would expect, this characteristic is wed to a very obstinate disposition, which has haunted her for the later years of her life. Mute is much of a perfectionist. However, this trait only pertains to things that directly relate to her, or she deems essential, or fun. For example, school life was treated with a lot of negligence, but her tenure as a gamer was treated with excessive indulgence. With that, she was always a completionist, a perfectionist, to the point of recklessly sacrificing her own physical well-being. Cleaning and tidying didn’t catch her interest, so her work area would always have a messy flare. Her strong sense of reason limits how disorganized she is to a certain point, for she realizes a morbid work area would simply deter her performance with her interests. It was this strange sense of reason that integrated pragmatic practices such as cardio into her routine. Her life has been dominated by instances of cognitive dissonance. Lack of sentiment for authority and her strongly independent, perfectionist mind makes her prone to hypocritical prejudice, resenting slackers and other extreme social hermits despite being one herself; in summary, superiors with a lazy mindset would quickly learn of her ill-opinion of them in the form of some sort of sharp, objective criticism. This has thrown her into a social impasse for most of her life, incapable of sympathizing with the most relatable peers, but finding little receptiveness to her own nature from the more socially inclined. Aware of this Achilles heel has made her considerably self-deprecative. Another weakness is affairs of romanticism and other relationships, where her knowledge and pragmatic, cool handling of situations seems to completely abandon her, leaving her psyche stripped bare of its intellectual merits and revealing her authentic, frail self with an inability to firmly grasp social rituals – or rather, discern the point behind them. Her insatiable expectancy reason and bluntness often leaves her miffed and haplessly confused when she receives the exact opposite in interpersonal relationships. Aloof as she may be, devotion to loyalties isn’t a problem to her. The robust girl’s excessive scrutiny of fine details, and her dwelling on the meaning behind them, whether it be body language, tone, expressions, etcetera, can be a blessing and a curse when understanding people. [attr="class","h3"]History [attr="class","b"]Skylar Abrams was born as an only child in Edinburgh, Scotland. Despite dissension within the atypical betrothed couple, Allen and Lindsay Abrams – her father and mother respectively – stuck together like weak glue. Even in the first few years of Skylar’s life her eyes and ears incurred exposure to the belligerent and solipsistic disposition of her mother and the fruitlessly bottled anger of her father in turn. Thankfully, a buffer of ignorance and lack of understanding of the world preserved the sanity of a young Skylar, but blissful ignorance was ephemeral as she advanced in age. Between the age of five and six she was enrolled in school. Her introverted nature made it difficult to reach out and make friends, but some gregarious peers ensured she had healthy exposure to social etiquette, even if her personality barred her off from truly interpreting the purpose and reasoning behind the aforementioned social rituals. Overall, she stuck with the kids who walked more benign paths than the more rowdy and inherently defiant. Her initial interests included books, which as she aged rapidly increased in difficulty as her aptitude with academia flourished. However, by the time she reached preadolescence, she became more cognizant of the strife at home, and school became a refuge from her troubles. The transition into middle school was a rough one for the young girl. Some friends moved, some seeped into other cliques of kids as their malleable interests shifted around, and ultimately, the youthful Abrams’ group of friends dissolved over the years. School became less of a sanctuary and thus the problems at home were further accentuated. Skylar rarely scrutinized the arguments that happened, but it was often associated with financial distress and the drinking habits that followed. Situations tended to escalate, and in the aftermath she often became a target for venting frustrations. Generally, her troubles were verbal. A myriad of misanthropic feelings churned within her; disgust, resent, anger, and anxiety. During her early adolescence, video games – namely Elder Tale – became a method of escapism for her troubles. Eventually, this escapism became essential to her survival, her psyche’s lifeline, her lifeblood. Social withdrawal followed, and the orderliness of her room and working space declined with her grades, as if reflecting the degradation of her once clean mind. As she was further absorbed into her lifestyle, and met others like her, she felt nothing but disdain, and this was her first time she experienced cognitive dissonance. Ironically, her parents seemed to ease closer together as they feared the analogical cryptic mutation of her former self their daughter became. They gradually ceased their behaviour, for an epiphany struck them – they created a boogeyman whose demons they could not exorcise. When the Catastrophe occurred, there was a deal of regression in Skylar. It was as though she was finally given another sanctuary – but this refuge wasn’t transient like the last one, it seemed that it was permanent, and that feeling of euphoria resulted in contentment potent enough to stabilize her emotions once again, even if crudely. [attr="class","h3"]Extra [attr="class","b"]+ Skylar is left-handed. This has made her delighted to not be born in more primitive epochs of time. + Her blood type is A- + Outside of gaming, her hobbies include reading. Her eventual lifestyle also mandated she learn how to cook for herself, and she enjoyed doing so. + Skylar’s favourite food is haggis. Her least favourite is most things incorporating tomatoes. + Her favourite word is “duality”. + Has a strange attraction to the concept of PKing PKs. Isn't sure if it's because of the irony or retribution factor. |
[attr="class","ws"] [attr="class","h"]statistics and inventory [attr="class","fc"] [attr="class","bi3"]RACE: Half-Alv [attr="class","bi4"]CLASS: Heretic [attr="class","bi4"]SUBCLASS: Scholar [attr="class","bi5"]CRAFTING CLASS: Chef [attr="class","h4"]Stats (DO NOT EDIT THIS SECTION) [attr="class","b3"] [attr="class","lt"] [attr="class","lt1"]character level [attr="class","lt12"]001 [attr="class","lt2"]subclass level [attr="class","lt22"]001 [attr="class","lt2"]crafting level [attr="class","lt22"]001 [attr="class","hm"]HP [attr="class","hm2"]---- [attr="class","hm"]MP [attr="class","hm2"]---- [attr="class","st2"]Strength [attr="class","st22"]--- [attr="class","st12"]+00 [attr="class","st2"]Dexterity [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Agility [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Intelligence [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","st2"]Wisdom [attr="class","st22"]--- [attr="class","st22"]+00 [attr="class","rt"] [attr="class","h3"]Skills [attr="class","b2"] [attr="class","skill"]Miasma Bullet: The Heretic generates Miasma into a black orb projectile. The orb is then fired toward an enemy within 10 meters at a high velocity. Exposure to this concentrated mass deals dark attribute damage to the target and applies 1 point of Corruption to the target. The Heretic may alternately charge this skill to deal 25% extra damage and 1 additional point of Corruption for every second of charging. This skill has a cooldown of 5 seconds, a regular casting time of 2 seconds, and a maximum casting time of 5 seconds. [attr="class","skill"]Miasma Curtain: The Heretic concentrates Miasma in a dispersed form and swings its essence around them, causing a violet mist to materialize and rapidly whip out from the Heretic's body. The Miasma strikes all opponents within 2 meters with dark attribute damage and applies 1 point of Corruption to all affected targets. Miasma Curtain does not damage allies, but will still apply Corruption if they are within range. This skill has a minimum casting time of 2 seconds, a maximum casting time of 5 seconds, and a cooldown of 10 seconds. Miasma Curtain's casting time can be increased in order to deal 10% extra damage and 1 additional point of Corruption per second. [attr="class","skill"]Oblivion Claw: A Heretic skill that conjures Miasma to shroud a melee weapon up to 1 meter away in a purple mist-like animation. It may also be cast on a character's bare hand, creating a purple mist silhouette resembling a demon's claw. A direct contact between the enchantment and the target's body deals minor darkness-attribute damage and places a harmful curse upon the target. When this skill is cast, the Heretic may select one of the following effects: [Increase the animation or cast time of this skill by 1 second], [After activation, increase the cooldown time of this skill by 5 seconds], [Reduce the duration of this skill by 10%], or [The user takes 5 points of Corruption immediately after this skill is used]. If a target was damaged by this skill, the selected effect will activate immediately when the target uses their next skill. After a curse was successfully placed upon the target, no additional curses may be placed unless the user recasts the skill. The animation and passive damage buff will remain, however. If it has been 10 seconds since this skill made contact with an enemy's body or equipment, it is canceled. This skill has a cooldown of 20 seconds, a minimum casting time of 3 seconds, and a maximum casting time of 8 seconds. For every second spent to charge the casting time, increase the curse's effect by 10%. A target currently affected by this skill's effect is treated as though their Corruption was increased by 5. [attr="class","skill"]Humoral Stigma: Tier I Skill The Heretic infuses an open wound with Miasma. As a natural antagonist to Anima, the energy of life, the Miasma lingers around the wound and prevents it from healing naturally. As such, this is a bleeding debuff curse that causes open wounds to continuously bleed. The target loses HP over time as long as their HP is less than full, or after 2 minutes have passed. The HP loss is fairly little but it adds up over time, much like a poison effect would. If the wounds should somehow be fully healed and HP reaches 100%, however, the curse is expelled. This skill has a casting time of 4 seconds and a cooldown of 40 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 3. [attr="class","skill"]Lying Darkness: Tier I Skill The Heretic offers up a target by forming an occult circle, causing the summoned Miasma to slowly integrate with the target's flesh. When this skill is used, the Heretic may designate a number between 1-10, 1-20 if used on themselves. That amount is dealt as Corruption to the target. If the target moves more than 1 meter away from their position from the time this skill is cast, it has no effect. This skill has a casting time of 4 seconds and a cooldown of 20 seconds. [attr="class","skill"]Pain Affliction: Tier I Skill A concentrated stream of Miasma is fired toward a target's limb, causing a strong sensation of pain. Depending on where the burst made contact with, this psychological effect can cause a 25% reduction in attack speed or movement speed for 30 seconds. This skill has a casting time of 3 seconds and a cooldown of 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2. [attr="class","skill"]Shackles of the Sentenced: Tier I Skill Miasma takes a tangible form in the shape of violet-black chains which erupt from the ground and wrap around a target. These chains root the enemy in place for 5 seconds. During this time, if the target should be afflicted with any skill that inflicts Corruption, their Corruption is increased by 1 additional point. This skill has a casting time of 1.5 seconds and a cooldown of 20 seconds. [attr="class","skill"]Tempting Hysteria: Tier I Skill The Heretic uses Miasma in order to attract malicious spirits that crowd around a target. A target affected by this skill experiences auditory hallucinations, as though the spirits are constantly whispering into their ears. The closer the target is to the Heretic, the louder these sounds appear to be. The casting time of all of the target's spells are increased by 0.1 seconds for every 1 meter they are close to the Heretic. Its maximum range is 20 meters, its casting time is 5 seconds, its duration is 30 seconds, and its cooldown is 60 seconds. A target currently affected by this skill's effect is treated as though their Corruption was increased by 2. [attr="class","skill"]Iron Stomach: Not even food poisoning can stop a dedicated chef! This skill can be toggled, allowing chefs to become immune to status debuffs caused by drinks and food. They also passively recover from sickness status effects twice as quickly. [attr="class","skill"]Evaluate: This skill allows the scholar to gain additional details about the enemy. While most players can access an interface that shows the monster's name, level, current HP, and current MP, the scholar obtains an additional interface when this skill is used. It has a one second cast time and one second cooldown time. The target's elemental weaknesses and a brief summary of their skills will be made available to the Scholar any time they access the target's interface. [attr="class","h3"]Equipment [attr="class","b2"] [attr="class","skill"]Armor: Starter Cloth Armor. A basic set of cloth armor made from cheap fabric. They are not really protective, but they are better than going naked—probably. You probably do want to replace these asap, when you think about it. [attr="class","skill"]Left Hand: Starter Scythe. A starter weapon designed for novice adventurers, made out of cheap iron and wood. It is well-balanced and easy to use but doesn’t hit particularly hard at all. You probably should get this replaced as soon as you can. [attr="class","skill"]Right Hand: N/A. [attr="class","skill"]Accessory#1: [attr="class","skill"]Accessory#2: [attr="class","skill"]Accessory#3: [attr="class","skill"]Accessory#4: [attr="class","h3"]Inventory [attr="class","b2"] |
[attr="class","ws"] [attr="class","h"]Change Log (DO NOT EDIT THIS SECTION) [attr="class","b"]MM/DD/YYYY |
Coded By Archetype=Luna
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